Townsmen VR uses the exciting possibilities of virtual reality to further enhance the classic city building game with entirely new gameplay experiences and interactive mechanics.
All Reviews:
Mostly Positive (95) - 76% of the 95 user reviews for this game are positive.
Release Date:
Feb 8, 2018
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

Townsmen VR is still in an early stage of development, but already offers a great experience – Early Access gives us the opportunity to share our progress with the players and receive crucial feedback to help develop a game they want to play. This direct feedback is essential in judging which gameplay mechanics work and which don’t, but most of all, it allows us to shape the game according to the players’ expectations.”

Approximately how long will this game be in Early Access?

“The duration is entirely dependent on the reception of Townsmen VR, we are however aiming for approximately one year of Early Access. The game is already fully playable at this point and internal testing has been an ongoing process for the last months to ensure there are as few bugs as possible and that the balancing provides an enjoyable experience.

While we do have a lot more ideas for the game, we would like to ask you to only buy the game if you would like to play it as is – not based on what it might someday become.”

How is the full version planned to differ from the Early Access version?

“The greatest benefit of Early Access is the ability to closely examine what players like about our game – so, we will shift our focus in response to player feedback. This, of course, means that we can’t make definite promises in terms of changes to gameplay or content.

Over the course of the Early Access period, our goal is to increase the number of playable islands, expand on the economy (more buildings, jobs, resources) and in general add to the depth of the game. Again, however, while more content would be great and there are a lot of ideas we are excited about, we can't promise any additional features. Please buy Townsmen VR only if you want to play it in its current state.”

What is the current state of the Early Access version?

“The current version of Townsmen VR has all of the core mechanics in place to allow for an enjoyable gameplay experience.

Currently, players can play on one island, build up their economy and fend off bandit attacks. The game offers many different buildings, resources, and jobs as well as an elaborate tutorial featuring the loyal companion Sir Clunkalot. In addition to roughly 2 hours of standard gameplay, players can spend many more hours creating and interacting in this exceptional VR sandbox.”

Will the game be priced differently during and after Early Access?

“We plan to moderately raise the final price in accordance with the feedback we receive and the changes and additions to the game that are made over the course of Early Access.”

How are you planning on involving the Community in your development process?

“Community feedback is one of our primary reasons for releasing with Early Access which is why we will closely monitor and follow discussions in the Steam forums. We would like to encourage everyone to participate in discussions surrounding already existing or most wanted features. The amount of player feedback we receive will shape the future of Townsmen VR.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (10)

November 29

Level Creation

Many of you have asked us about the current state of the game and why there were no updates for several months. So we decided to give you a little insight into the development process.
We are still rewriting many of the game's base systems, a decision that we knew, would allow the final game to be bigger and better, but also stop us from doing regular updates for a longer time.
Most of the game code (buildings, combat, work, resources, controls, VR framework) has been updated to the new system. We have also added localization (the game now supports different languages) and are currently working on the UI, the save game system and the tutorial/quest system, with music and animations still untouched. Most of this progress is “invisible”, so unfortunately we don’t have anything new to show there.

But we have also been working on the level creation tools. The first island was entirely built by one artist, without any ways to reuse parts easily. As we want to create many more and also bigger islands, we knew we had to add tools the level designers can use to directly realize their ideas.

Before building tools, it is a good idea to write down what you want to achieve with them and set boundaries.

These are the things we want from our tools:
  • Easy to prototype and test new maps
  • Easy texturing without external tools
  • Not just a heightmap terrain but overhanging parts, bridges, caves and a bottom
  • Good performance (limited materials and polygons)

Things the tools won't achieve:
  • Procedural creation and/or levels with basically infinite size (hard for balancing and performance)
  • A level editor we can ship as part of the game (this would take a big amount of extra time and effort)

We will show you a rough idea of how many steps it takes to build a new level for Townsmen VR:

VOXELS



To decide on the basic shape of a level we do a quick voxel sketch. This is very helpful to define the coastline as well as the location of mountains, rivers and lakes.
We can also take a smoothed version of this island to do first gameplay tests, but as soon as we are happy with the voxel sketch, we start production of the full level.

TILES



The voxel island is then used as a template to place 3D tiles. We currently have over 100 different tiles and are constantly increasing this number.
This is actually the most time consuming part of level creation. In this highly sped up time-lapse you can also see the old island in the background for comparison.

TEXTURES, SCULPTING AND OBJECTS



  • Textures: Having the textures on the small tiles fit with any tile combination would make the textures very small and repetitive. After building the base geometry the wall textures are automatically redistributed. Then the top and bottom stone edges are recalculated to fit the walls. Finally the grass border textures are redistributed randomly to not show the same variation over and over.
  • Distort: The whole island can be distorted based on a 3d noise function to break up the underlying grid. The stone walls are also being modified so they are not just straight but slightly dented to produce overhangs.
  • Splat Map: The grass surfaces are merged into one big texture. This “splat map” allows us to directly draw different textures (grass, mud, sand, stones) on the surface with nice transitions between the materials.
  • Smooth normals: As tiles can be placed in many different combinations, there might be visible edges where they meet. This is due to the normals pointing into different directions. Most of these edges are unintended, so we smooth them.
  • Sculpt: We have tools to modify the height of the ground to make it look more natural. This is especially being used on beach and river tiles as well as to smooth out slopes. The tools can also be used to move geometry in any direction or even move single vertices, making it easy to modify the geometry anywhere.
  • Place objects: To decorate the island, we have brushes to draw grass and trees or place single objects like big rocks to further improve the mountains.

WATER



Rivers are filled with water by creating and modifying control points for the water flow mesh.

RESULT



This is the result we can achieve with the current state of our level creation tools. Please note that all the tile models, textures and decoration objects are still not final, but it should give you a good overview how the level creation process works right now.

We hope this has given you some insight into what we are currently working on. Unfortunately we still can't promise a release date for new content, but we are working hard to create the best medieval town simulation/strategy game for VR.
8 comments Read more

June 19

Awards & Plans



In case you haven’t heard yet, Townsmen VR recently won the German Computer Games Award (“Deutscher Computerspielpreis”) for “Best Game Design 2018” as well as additional funding from the FFF Bavaria and Computec Media Group.

All of this is obviously very good news and grants us the opportunity to make the game even bigger and better. While until recently we were more focused on fixing bugs and improving the overall experience, we are now in preparations to expand the game. This will neither be an easy, nor a quick task, as many underlying systems have to be streamlined and optimized to allow us to meet the requirements for the increased scope of the project. This includes creating new tools that help us build levels and other content faster. Even if it will take a lot of time, we are dedicated to making this the best game it can be, so expect more to come from Townsmen VR in the future!


Two concepts for more islands

Until then enjoy the game, keep the feedback coming and stay tuned for more information in the coming months.
17 comments Read more
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Reviews

“...it could be the genres most promising title thus far.”
Preview – Upload VR

“...a historical strategy game that brings classic building to VR.”
Video Preview – Nathie

“...a game where you can interact with just about everything.”
Video Preview – GrayStillPlays

About This Game



Build a medieval village within a completely interactively simulated world!



Townsmen VR uses the exciting possibilities of virtual reality to further enhance the classic city building game with entirely new gameplay experiences and interactive mechanics.

Lean back, relax and watch the bustling life of your villagers or actively get involved to speed up processes and move workers and resources directly where they are needed. You are able to seamlessly change between the all-encompassing view of a god and the detailed view of a citizen, able to follow the colorful life of your village. There is a lot to discover! But watch out for the Black Knight’s plundering hordes!

The game is currently in Early Access. We are excited to hear your feedback and ideas to make Townsmen VR an even better virtual reality experience in the future!



  • Simulation:

    Assign jobs and tasks to your villagers to build your supply chains and economy.
  • Town-planning:

    Unlock new buildings and place them freely within your village to optimize transport routes.
  • Experience:

    Brush over trees, form clouds into dangerous thunderstorms, go fishing with your bare hands and talk to your townies.
  • Interaction:

    Simply carry workers or resources directly to their destination to speed up the construction of buildings and production.
  • Fight:

    Recruit brave soldiers, build catapults and protect your island from the Black Knights raiding henchmen.
  • Tutorial:

    Your personal advisor Sir Clunk-a-lot will accompany you on your virtual tour of the medieval age with useful tips.
  • Sound:

    Medieval music, adorable sound effects, and a classy English voiceover ensure a fitting atmosphere.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 8.1 or later
    • Processor: Intel i5-4590 / AMD FX 8350 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX970 / AMD Radeon R9 290 equivalent or greater
    • DirectX: Version 11
    • Storage: 700 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel i7-4770K / AMD Ryzen 1800x equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1070 / AMD R9 Fury equivalent or greater
    • DirectX: Version 11
    • Storage: 700 MB available space

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